2021-08-01 Meeting Summary

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Proposed Agenda

  1. Discussing broader indoril region and city planning with an eye on some early redos.

  2. Evaluating the scope of the Thirr Valley release

  3. Evaluating the status of Kartur

  4. If the former point is finished, evaluating if there is an Indoril region that can be fixed alongside TVs post-dod/pre-Narsis development.

Future Releases

  • Sorting out which cites have which guild halls
    • Thieves Guild
    • Morag Tong
    • How much do the Temple and Cult need this?
  • Resolving more Imperial Cult issues, perhaps up to a Template Meeting
    • IC shrines start appearing in Thirr Valley and need a better overarching characterisation
    • The faction endgame
  • Same thing for the Psijjic Order.
    • Requires Infragris and a whole lot of lore-aware people.
  • Thirr Valley NPCing preparations

Future Releases Part II

  • Where should the low/mid/high level quests go?

Tamriel Data

  • Discussing cross-province armor and weapon stats

Meeting Notes

This meeting ended up being a very major (and long) one, dealing with released areas in TR_Mainland (the Aanthirin Delta), significant areas of the DoD release (Ascadian Bluffs and Andothren), a major point of an upcoming release (Kartur) as well as broaching the topic of Indoril lands with an eye to template meetings and possible early redos. Please read and make sure to object as soon as possible if you take issue with any of the points.


This overview shows the various changes discussed west of Indoril lands in this meeting

Kartur and the Redoran Exterior Set

Kartur interiors are from 2006-2008 and mostly have a lot of issues. The exterior is split between a western half using interior pieces built into the cliff face and the eastern half using exterior structures, some of which are up on cliffs with long bridges connecting them.


Western half of Kartur


Eastern half of Kartur

  • The location of Kartur doesn’t really align to the location of Karthor Dale in Arena, and is awkwardly close to the Inner Sea without being on the Inner Sea. In defensive terms, it being surrounded by scalable cliffs doesn’t seem like a great idea.
  • The Redoran tileset was not designed to be used in either way, and it shows. The Redoran tileset should probably be expanded, but depending on how Kartur is implemented expansion will either be necessary or optional. With the current implementation, it seems necessary.
  • There was a general preference in the meeting for scaling back the use of interior pieces in Redoran exteriors.
  • In conclusion, the amount of work that would be required to get the current implementation of Kartur release ready (while it would still retain its conceptual issues) would probably end up greater than reimplementing the city in a more sensible way. Comparative or greater to the amount of work required in Andothren. (Kartur is smaller, but its issues in some way more significant, eg. fewer salvageable interiors).
  • The result of the meeting was that Kartur should be reimplemented further inland, closer to its Arena location, on the road just west of the current city (the road isn’t on the older grid map)
  • Kartur should be a more fortified city to protect the region from Orcs from the mountains.
  • To start with, we want some concept art to get an idea of how the new implementation could look. From there, we can decide what sort of assets we might need or want, and how we want to reimplement the exterior.

Ascadian Bluffs

The Ascadian Bluffs region should become part of Roth Roryn, except for the isles around Gol Mok, which should become part of Aanthirin with no exterior changes. Various changes to the weather regions were discussed accordingly:


Maroon areas should become Roth Roryn (simple landscape retex, with retained AB coastal flora/fauna)
Teal areas should become Aanthirin (with no landscape changes)
Blue areas should revert to Bitter Coast (as in vanilla)
Green areas should revert to Ascadian Isles (as in vanilla)

  • The former Ascadian Bluffs region should remain a unique subsection of Roth Roryn, with more AI plants, etc. Landscape textures alone will be changed to RR style, to minimize needed work.
  • Andothren cliffs need to be cut back and lowered, and the Inner Sea strait made navigable.
  • The Dwemer ruin Bthuangthuv should be moved slightly south and Andothren’s eastern dock adjusted slightly accordingly.

  • The vanilla islands currently covered up by the section file should be restored, and cells 0,-15 and 1,-15 cut and rebuilt to only include any sliver of the mainland necessary to create the cliff edge.
  • The Firemoth file has landscape border matching with Roryn’s Bluff and Kartur which needs to be moved over before those cells are retextured

Indoril Regions


A general overview of chapels and other settlements (both implemented and planned) in Indoril territory. Subject to change, but gets the general idea across.

We went through the various Indoril regions, discussing how they work and don’t work. Specifics will be sorted out in the region template meetings, so nothing is final, but the idea was to give us a general overview of where we’ll be going with the Indoril and individual reworks.

Sundered Scar

  • The peninsula east of Id Vano should be cut down substantially to widen the Inner Sea.
  • The peninsula south of Ammar should also be cut down substantially or removed, but most of it is part of Mephalan Vales, so that work may need to wait for future MV discussions.
  • Sundered Scar should get more settlements (Velothi tileset in particular).
  • It would still be a somewhat neglected part of Indoril territory, and would still have sulphur scars in it, but wouldn’t be as devoid of life as it currently is.
  • Further details will be discussed in the template meeting currently planned for next week, pacific meeting time (same as this one).

Alt Orethan

  • Alt Orethan is a settled highland region with the Orethan river winding around the base of the hills. It is quite settled, but also relatively crowded, with a lot of settlements, industry and religious sites.
  • It is, naturally, dominated by Almalexia.
  • To avoid ‘Disneyland syndrome’ of Almalexia feeling cramped, and to try and restore some of the old central plains Morrowind was supposed to have, the general plan is to open up the topography towards the south so that Alt Orethan is an extension of the Deshaan Plains (not in terms of flora or salinity though)

Transitional Region


General overview of the area in question with Dres Lhendal and the Mudflats region inlet.


Suggested region border (roughly, obviously)

  • As the contrast between the concepts of the subtropical Orethan regions and the saline Deshaan Plains region is very extreme, and the Deshaan Plains weather region is massive, a new transitional region using the northernmost Deshaan cells was suggested.
  • This region would maintain the general topography and would include some more Indoril content so that Almalexia isn’t too hemmed in.
  • Otherwise its visual design remains open.

Lan Orethan

  • As noted every time it comes up, Lan Orethan will need performance improvements.
  • It would generally share the same region set with Alt Orethan, but while Alt Orethan is highland with few trees, Lan Orethan is forested and overgrown.
  • It is a sort of garden region to the Indoril, not heavily exploited, but home to likely the most powerful, though also withdrawn, Indoril elders.

Nedothril Coast


A possible inspiration for the Nedothril region

  • Nedothril coast may or may not share regional assets with the Orethans. It is more open, flat and coastal, and could have larger fields (though this will need more discussion).
  • It would have a lot of ports, and a lot of slaves.
  • It might have some mudflats or a similar aesthetic, as large parts of it were supposed to be mudflats in the Morrowind concept map.

Sacred Lands


A possible inspiration for the Sacred Lands region

  • The point was brought up that existing concepts for the Sacred Lands are quite similar to Cyrodiil’s Barrowlands region.
  • A possible different look would be borrowing (read stealing) the concept of the Cirathel Region planned for Summerset Isles. https://www.project-tamriel.com/viewtopic.php?f=193&t=1756
  • Generally Sacred Lands should probably have some more settlements, with a heavy temple/religious bent.
  • The idea of using the Necrom tileset for other settlements in the region was brought up inconclusively.

Mephalan Vales

  • The existing concept (already somewhat different from implementation) for Mephalan Vales has its doubters.
  • There should be a unique region in the area (as in it shouldn’t just be split between existing regions, as those are already quite large among other reasons)
  • Generally, the concept is that the region is labyrinthine, shrouded in mist, with dark rocks (like Azura’s Coast menhirs with perhaps a purplish hue) and a lot of Daedric content.
  • The local Indoril are vying for control of Aamul, the ancient chapel that controlled the region, wishing to restore stability to the region, even though the conflict is contributing to its current instability.
  • How should it connect to Boethiah’s Spine?
  • How should it connect to other Indoril regions?
  • Does the current concept for the region warrant an entire region?
  • If we decide to go with a different region, what should its concept be? How should it look?
  • Eastern Mephalan Vales including the planned chapel of Telar should be split off, though what region it should be added to (Sacred Lands or a future Telvannis region) remains open.
  • There were suggestions for either keeping Ammar in Mephalan Vales, adding it to Sundered Scar, or adding it to a future Telvannis region (probably some form of new grazelands). It would maintain its cliffside location either way.
  • The chapel of Nethril is currently in the Mephalan Vales region, but in terms of actual geography that area is and will remain part of the Lan Orethan region. The cells should be adjusted accordingly.
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  • There was a general preference in the meeting for scaling back the use of interior pieces in Redoran exteriors.

Scaling back to zero pieces I hope. Although it is creatively done, it looks moddy. Just rely on new assets that follow the existing Redoran exterior style, please. I'm always volunteering to model architecture when we need it and we need Redoran stuff down the road.

We went through the various Indoril regions, discussing how they work and don’t work. Specifics will be sorted out in the region template meetings, so nothing is final, but the idea was to give us a general overview of where we’ll be going with the Indoril and individual reworks.

Redo's are still planned after the new areas are complete right? Even tho ITO is nice to have (And a cool small release) is does push back our regular release of DoD. I rather see more new area's instead of overhauled old ones. Focusing on these indoril lands with some new regions will drain manpower from creating the much needed stuff for OW. 

  • The peninsula east of Id Vano should be cut down substantially to widen the Inner Sea.
  • The peninsula south of Ammar should also be cut down substantially or removed, but most of it is part of Mephalan Vales, so that work may need to wait for future MV discussions.

That's good. Give the inner sea more room.

  • Generally, the concept is that the region is labyrinthine, shrouded in mist, with dark rocks (like Azura’s Coast menhirs with perhaps a purplish hue) and a lot of Daedric content.

Purple hue on buildings and rocks doesn't look good in general. Please avoid that sort of color. Go for more natural tones towards green/brown/yellow/red.

I like the ideas written down here. My main concern is that I don't like to spend to much time on redo before morrowind is complete. You guys probably spend multiple hours discussing this and that time could have been used by 10+ developers to get DoD out of the door. In other words it is a waste of time.

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Re redo's hindering primary release development, DOD is being "held up" by quest development, not landscapes or interiors, which are what the redos are gonna be tackling first and formost. TV is already further ahead in interiors and exteiors than Aanthirin was at a comperable stage in OE's development. 

Right now we actually are in a position where a well planned and focused redo could be done alongside the next release, without hindering new region progress. Now after the TV release we are going to have to knuckle down on Narsis, so another redo at that stage probably wont go over well. But looking at the situation as it stands now, with how much people have been wanting to tackle indoril areas it would be foolish to waste the opportunity. 

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Vern

Re redo's hindering primary release development, DOD is being "held up" by quest development, not landscapes or interiors, which are what the redos are gonna be tackling first and formost. 

We all know that is not true.

The primary planning of these things is costing lead/senior developers a lot of hours. These are exactly the developers working on the major quest hurdles for DoD right know. I know it is fun and sometimes easier to work on something else for a while, like a redo area. All the talk time on discord about redoing stuff is better used for group development streaming, showcasing or some other stuff that keep developers motivated and enjoying the progress. So let's not say that this is not going to slow down our main releases.

Redo'ing and improving is fun, but takes time. If we want to go down that road it is fine by me, but we should realize that spreading the development was done before. It nearly slowed TR's release pace down to a overall stop and that is not good for attracting new developers to replace the people that drop out.

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Just going by these notes, but I'd like to voice this:

Players would rather see new content than see us polish the old.

A lot of people who followed this mod for years believe it dead, and understandably: the released map has hardly changed in years.

Feedback on TR as a whole, including the old stuff, is almost universally positive (with the exception of comparisons, IE: "I thought everything looked good until I saw OE, then I realized how much better it could be" etc.

We will get more bang for our buck moving forward, rather than back. 

Some important points about the re-do's

- it'll never be perfect. 
- standards are always changing
- There is not a clear line where "standards" end and "modder preference" begins.
- There's a real danger that a "re-do culture" can form, and we'll have an endless amount of "just a few more small changes" to old stuff, slowing progress moving forward.
- danger of splitting team focus between new content and re-do content.

And what's the benefit of re-doing the old?

- we could make it look better, sure. But at the cost of slowing new releases, which is what the players are all waiting for. Plus the other cons listed above.

At this stage of the journey, let's move forward, not back.

 

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Tyrant

Just going by these notes, but I'd like to voice this:

Players would rather see new content than see us polish the old.

Can't agree more.

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"We all know that is not true." actually follow the discord and progress updates then you can talk about either what people know or better what is actually true.

Quests are the hurdle and have been for the last three releases, the long period in the CS and the constant testing having burned out most regular quest devs, who then seldom make little progress before IRL kicks in, not "seniors and leads who should spend less time talking on discord". notable exception being rats and charger, who have already done more than most, including you or I, to actually bring DoD towards release. 

Meanwhile, we have interior devs who are short on claims, ext devs who have shot passed both this and the next release and are wating for assets to work with, both of whom while waiting around on discord have expressed an interest to go back and fix indoril areas.

Which once again if you listen to what people actually comment, are in desperate need of both fixes and actual playable content. A brief reminder the "sacred lands" or map 3 or whatever you want to call it, has virtually no quests. Players give positive feedback because they spend no time there, look at the scenery and then leave. VS redoing the landscapes to prime the area for quest content so they have a reason to stay, which would be as beneficial as an actual release for new players contrary to what waags here would try presenting. 

And this relates back to how these plans are for the next release, not the current one. TV has no huge city like andothren with five factions inside it that need quests made all over each other, it has a bunch of small towns, with guilds spread over them that dont require single devs take 7+ quests at a time. So other devs going towards the Sundered Scar and adding some additional small settlements and a good number of misc quests isnt going to takeaway a vital percentage of devs away from the main release and will only serve to benefit players and improve project morale. Unlike this doom saying rooted in ignorance and ruminating on the old projects follies that does nothing to help either.

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Aren't you guys working on Firewatch and Helnim interiors? 

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Cicero

Aren't you guys working on Firewatch and Helnim interiors?

And?

Sure, I claimed the FW lighthouse. Its a new unique structure that looks neat. Working on this interior however does not change my view that these 're-do' projects are a slippery slope that will bog down the releases.

I'll also remind you that this lighthouse was neither my first, nor second choice for which interior to work on right now while I have a bit of time.  It being a unique landmark was really the only thing that tempted me to take it, after my other two choices fell through.

ITO has been described on discord as "surgical" "precise" "targeted" etc. Hopefully that's all true. Tani seems to be doing well enough of taking care of the exteriors in a timely matter. 

I also hope we're not needlessly and inefficiently throwing out too much interior,NPC,quest stuff along with the proverbial bath water, but this isn't my project, so we'll see what the scope turns out to be.

My point stands: the player base would be a lot more excited to see a new release, rather than hearing that we've polished up the old content.

All the best.

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You found the lighthouse neat to work on so you took it. 

Perhaps the same can be said about others wanting to work on older exteriors? At the end of the day we are all here to work on things we enjoy working on. If new exteriors are on stand by because the assets are not made, then fixing up older landscapes gives something for exterior devs to do, and in turn means less stuff to do for the big redos near the end. ITO is also helping with that. All this work helps future devs. 

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Cicero

You found the lighthouse neat to work on so you took it. 

Perhaps the same can be said about others wanting to work on older exteriors?

Perhaps? No Cicero, of course that can be said. This is a volunteer project. For fun. People can work on whatever they want.

I hope ITO is a success, and turns out the way it's been marketed.

That being said however, my points above still stand. And the released map has barely changed in many years. TR progress comes at a snail's pace at the best of times.

We have to also remember who this mod is for: the players. Do they want to see new content, or see the same chunk of eastern morrowind they've seen for nearly two decades "fixed up" ?

 

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Except they are getting new content with TV? Guilds, towns, dungeons, fancy orange mushrooms. 

Getting all that and seeing disapointing old content polished at the same time is a win/win for players, so your "point", IE treating these as seperate choices, is nonsense. 

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I'd also not say this is entirely for the players. It is made by us because we are really enthusiatic about Morrowind. And we are not selling it as a product so it cannot be positioned as a "we need to get this out to the players".

DoD is a big release. It is like 10% of the mainland. 

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Cicero

I'd also not say this is entirely for the players. It is made by us because we are really enthusiatic about Morrowind. And we are not selling it as a product so it cannot be positioned as a "we need to get this out to the players".

DoD is a big release. It is like 10% of the mainland. 

Well, your motivations are up to you. Personally, I consider seeing the enjoyment players get from this mod far outweighs all of us "patting each other on the back" over it. Everything I've ever made I've tried to look at through the eyes of some future player who may see it.

So our motivations are different here, and that's fine. No, we aren't selling this product "for money", but it is something that is distributed. And I feel that expediting our release is a better course for the mod than endlessly polishing the same content we've had for ... over a decade now.

But motivations aside: I do wish ITO success. I'd like to see some sort of balance between re-do and DO.

I'm hoping that the re-do's don't get carried away and needlessly delay releases.

And that's a valid concern btw; hyperbolically calling any criticism or concern of re-do's "doomsaying" or "doom and gloom" is also bad for the mod.

But hey, not my mod, just voicing a concern.

Take care

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Any old content we touch is done in specific ways. Sundered Scar for example is easy as there is a shack village there, and next to no quests. The two things that made it special, the fort in the swamp and the durzog,were both taken out, so now there is literally nothing to see there except laggy bitter coast. Making that good is good for the players as well as the people that want to work on it. ITO is good for people as they are getting a better expereince in those settlements, and Charger is very passionate about handling that project. 

Some devs are only here because they want to work on older content. They don;t really want to contribute to the new stuff. What to do with those people.

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Cicero

Any old content we touch is done in specific ways. Sundered Scar for example is easy as there is a shack village there, and next to no quests. The two things that made it special, the fort in the swamp and the durzog,were both taken out, so now there is literally nothing to see there except laggy bitter coast. Making that good is good for the players as well as the people that want to work on it. ITO is good for people as they are getting a better expereince in those settlements, and Charger is very passionate about handling that project. 

Some devs are only here because they want to work on older content. They don;t really want to contribute to the new stuff. What to do with those people.

I'm not 100% against re-do's.

I just share serious concerns about them with multiple other people that should be taken seriously.

I hope they all turn out successfully with a minimum hindrance to future releases, but we shouldn't pretend those concerns arent valid.

ITO was marketed on disc as a "precision re-do", with very specific scope and goals, and Chargers enthusiasm and screenshots are encouraging so far. But 'feature creep' can happen in a simple re-do.

We should obviously focus the 're-do'  on what needs it most, and salvage whatever we can for efficiency's sake, but idk Chargers stance on that.

I'll just say this: I feel we should be cautious about spending time on re-do's, be as efficient as possible, have extremely specific scope/objective, etc.

It's easy to get carried away with things like this.

 

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Vern

"We all know that is not true." actually follow the discord and progress updates then you can talk about either what people know or better what is actually true.

Quests are the hurdle and have been for the last three releases, the long period in the CS and the constant testing having burned out most regular quest devs, who then seldom make little progress before IRL kicks in, not "seniors and leads who should spend less time talking on discord". notable exception being rats and charger, who have already done more than most, including you or I, to actually bring DoD towards release. 

Meanwhile, we have interior devs who are short on claims, ext devs who have shot passed both this and the next release and are wating for assets to work with, both of whom while waiting around on discord have expressed an interest to go back and fix indoril areas.

Which once again if you listen to what people actually comment, are in desperate need of both fixes and actual playable content.

So if I'm not on the discord I can't voice an opinion. Seems weird since the post specifically asked to give your thought now before it was to late that was exactly what I did. If I can't I'm quite done with this project.

For the quest hurdle my point still stands. For example Cicero is asking loudly for this redo, and I guess he spend time in the meeting and thinking what it should become. He has a quest badge so theoretically could speed up DoD. There are probably more people that talked hours in that meeting where that time could be be used to work on claim. Since it is a volunteer project everyone can do what they want, but don;t say it doesn't water down the primary release speed.

You don't even know how much time I spend on the andothren, arvud and bodrem models. Besides that all the time I spend on the models for TV, which is our primary next release release area. So please shut it about what I did or did not do with the DoD release.

Models get created by active development not passively waiting on them so get a joint team together with exterior modders and modelers to work on a specific region, because I don't like creating models for a region that might or might not become real in the next decade.

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For example Cicero is asking loudly for this redo, and I guess he spend time in the meeting and thinking what it should become.

Well I am involved with project planning, so yeah of course I was in the meeting, along with many other people who do project planning. And if there is no planning then we sure as hell are not going ahead and working on anything prematurely. Also I do equal amounts of work in the CS as I do discussing topics and joining meetings. Everybody knows that. So what are you trying to call out here? There are a lot more people than me and vern in this project that also want to do the same things as us. And no one is suggesting we go and redo everything right now. TV is smaller than DoD, and almost finished. So while that is getting it's quests made in 2022-2023, we can work on other areas including some of the easier to deal with older locations. To help with the content drought for fans, there is a recent effort to share more frequent updates and sneak peaks on our social media to keep up the engagement. And I also want to note that the past 5 meetings have been amazing. We swithced to voice meetings and everyone feels a lot more productive and energized from them, as no one is hiding behind a wall of text.

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I feel like this conversation is turning a bit sour. So in hopes that I might resolve some of the issues, here's my opinion on the current status of TR, and our plans for the future.

tl;dr Quests are not affected by redos. Interiors and exteriors might actually be boosted by redos. Top-level planning is somewhat affected. None of the people involved in these areas are slowed down by redos. However, asset development is hard, and I need further information from others to decide how to best go forward there.

1) Quests. They are the single biggest task when preparing a release. DOD is turning out to be a monster with 139 quests currently planned, and some more on the way which might get included (Foul Murder). This is because of Andothren's status as a major quest hub, and some ambitious dev-driven projects involving the Vampire clans and Imperial factions. We currently have 16 people actively working on quests, 9 of them being directly involved with DOD. The rest are working on Mainland additions to OE and AT, or early TV quests. This division of labor (2/3 working on a release, 1/3 on Mainland) has been the intended goal of TR for years, starting with the (failed) quest pack release. Nowadays, we're occasionally putting up quest ideas for Mainland areas to bring quest density in line with post-Sacred East releases, provide some connections between old and new areas that direct players to spend more time in our lands, or just implement unfinished content. Most of the time, these quests are simple, and are usually finished as showcases, frequently drawing in new developers.
While redo proposals might theoretically hinder questing progress, they rarely do so because of the previously mentioned priorities. Defining a minimum viable product (MVP) for OE, AT, and DOD helped focus our development pipeline and give quest devs a sense of our priorities.

2) Interiors. TR has been in a perpetual shortage of available interiors for years. This is due to the relentless work of old and current int devs in interiorizing lands as far north as Kogotel. Most of the fresh claims are either put up for new exteriors, or revoked from inactive int devs. Currently, TR quest devs often wander off to work on P:C and SHOTN, just to be able to work on something interesting that is not some random cave.
Potential solutions to this include...
...putting up refurbishment claims for existing interiors (we already do this sometimes, but these are technically redos so we want to limit them as much as possible)
...putting up more interior claims to existing areas (not a good idea - we already have too many).
...finishing more exteriors, which is another problem that I'll talk about later
DOD is pretty much interior-complete. Significant parts of the TV, SH, and Kartur releases are also interior-complete. Here, redos actually give us some momentum because it makes stuff available for quest devs to work on.

3) Exteriors. Here, the problems of quest and interior development come together: there's both a shortage of available claims, and a lack of manpower. We have about 10 active ext devs shared between PT and TR, most of them juggling multiple claims at the same time to avoid burnout. Putting up more claims would allow us to do recruitement more efficiently, simply because there's work for both new people and existing devs to get excited about. However, putting up claims requires new assets and top-level planning to various degrees, depending on the method.
For new lands, we need a lot of new assets and a lot of planning. For section work, we usually don't need any new assets, and some planning. For redos, there's some need for new assets, and the required planning is sort-of inbetween new lands and section work. This is why most exterior progress at TR is being done on section files like the Roth-Roryn and Armun Ashlands redos, Nemon's Velothi mountains work, Coda's OE mountain range work, or the recently proposed harmonization of LA-TV exteriors with neighbouring sections. Again, redos might actually help TR and PT in the long run, because if we don't have enough assets to open up new lands, we can keep existing devs busy with redos, or entice new people to join the project.

4) Top-level planning. Since I've already touched on a lot of related topics, I'll just focus on the effect of redos here. When planning something like the Sundered Scar redo, we need 3 meetings: coming to an agreement to do it, figuring out the region during a template meeting, then finally setting up claims for developers to take. The reason why we're having these meetings now, is that we've used up most of the available meeting topics where relevant people could be present. It's summertime, so it's a lot harder to get a T_D or faction coordination meeting going. However, only 3-4 people are needed for a template meeting, and they are all available for the next weeks. And eventually we have to do these meetings anyway, because we can't build province-spanning faction questlines without having a clear vision of older regions.
When it comes to scheduling releases, Mainland redos should not affect those signficantly, as they are being worked on in separate section files (such as ITO). We can merge them whenever we want to.

5) Now we get to the hardest bit: asset development. The effect of redos is the biggest in this area. We actually have to deal with both the prioritization and distribution of the workload. So I understand where you're coming from, MwGek. Ideally, finishing up OW assets would allow us to extand ext and int development to a huge part of the landmass. We even have a list of the remaining assets to be finished. But it's still going to take us a lot of time. Compared to that, Clambering Moor and Sundered Scar assets are readily available, with only some minor additions needed to start ext work in the regions.
Unfortunately, I don't have a good overview of our asset development pipeline, so I'd like to ask Cicero to expand a little on our current priorities in a comment, if he has the time.

Overall, TR is a hobby project. We can't really stop people from working on things that are interesting to them. There's always been a building pressure to start working on older areas, and the task of the lead team is to direct this enthusiasm in a way that doesn't impact the release process. We try our best to maintain this. The way I see it, none of the departments (except assets) will see negative consequences with regards to DOD/TV release progress. Feel free to disagree on this, I'm open to having a conversation. Also, for the record, I agree that if we wanted to set priorities in assets, OW should come first.

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Cicero

For example Cicero is asking loudly for this redo, and I guess he spend time in the meeting and thinking what it should become.

Well I am involved with project planning, so yeah of course I was in the meeting, along with many other people who do project planning. And if there is no planning then we sure as hell are not going ahead and working on anything prematurely. Also I do equal amounts of work in the CS as I do discussing topics and joining meetings. Everybody knows that. So what are you trying to call out here? There are a lot more people than me and vern in this project that also want to do the same things as us. And no one is suggesting we go and redo everything right now. TV is smaller than DoD, and almost finished. So while that is getting it's quests made in 2022-2023, we can work on other areas including some of the easier to deal with older locations. To help with the content drought for fans, there is a recent effort to share more frequent updates and sneak peaks on our social media to keep up the engagement. And I also want to note that the past 5 meetings have been amazing. We swithced to voice meetings and everyone feels a lot more productive and energized from them, as no one is hiding behind a wall of text.

I'm not calling you out on anything just stating a fact. The same face that I created a model of a lighthouse and a gate for Firewatch and made an interior for Helnim. This time could have been spend on the upcoming release areas such as OW or CM. But I enjoyed myself creating them and we still create this stuff for fun. But if we make a focusgroup with exterior/interior/asset developers for let's say OW or CM instead of a redo area it could speed up the completion of these areas.

Also want to voice that these redos do draw manpower from NPC/Questing teammembers (populating towns/reimplementing quest/on the go adding some new content because we are at it now) and those are just the people needed to finish the new releases. New releases attract new modders as we have seen with the latest two releases. If it wasn't for the OE release I would maybe never would have returned to TR.

Reading the notes I get that you enjoyed last meetings as everything is falling your personal preference way lately. Kartur gets shifted to a location of a shady Arena map. Towns get renamed by weird random lore names (not dunmer at all) that have been made up by a dev with little inspiration. You push through with redo plans together with some other developers.

Did Atra, Rats and Why also support all this redo talk? I remember them being the frontman of supporting actual progress instead of redo.

Overall, TR is a hobby project. We can't really stop people from working on things that are interesting to them. There's always been a building pressure to start working on older areas, and the task of the lead team is to direct this enthusiasm in a way that doesn't impact the release process. We try our best to maintain this. The way I see it, none of the departments (except assets) will see negative consequences with regards to DOD/TV release progress. Feel free to disagree on this, I'm open to having a conversation. Also, for the record, I agree that if we wanted to set priorities in assets, OW should come first.

Sure, but as long as everyone personals preference to work on something doesn't slow down the progress of the project as a whole. Take my Necrom models, I always worked at it as a personal project that I would incorporate in a mod of sorts. But the models can be used by TR when we hit those lands in the redo era. If someone wants to overhaul Sundered Scar, fine, make a mod for it and be done with it.

This is going to be my last post about this subject. I voiced my concerns about redo's and my opinion about focusing on a new area for real with a group of developers. If we do that I might even be charmed back into using Discord if it actually complement my development speed and joy of creating something together.

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"Did Atra, Rats and Why also support all this redo talk? I remember them being the frontman of supporting actual progress instead of redo."

Rats was in attendance and ostensibly supportive, Why is AWOL and Atra retired from active project involvement last month due to IRL circumstances.

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Vern

Rats was in attendance and ostensibly supportive, Why is AWOL and Atra retired from active project involvement last month due to IRL circumstances.

Ah, shit. Hope they are well...

I get it now why this redo talk suddenly hit solid ground.

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re: my stance on redos

I was at the meeting for 2 hours or so, but for the duration of the Kartur (1), Ascadian Bluffs (2) and Andothren (3) talk.

(1) The exterior of Kartur, IMO, is fine. Like it's fine. It's okay. I do however think that the town is a little too large, and I'm also glad that it's getting moved closer to the Rift Pass. A smaller town will be much easier to NPC and moving it further away from the Hlaalu-Redoran border means that in the future it won't mess with the current dynamic of the lands east of Pryai River.

(2) I've never had a problem with the Ascadian Bluffs being green. I dont think I'll have a problem with it being brown, either. My input in the Ascadian Bluffs discussion was mainly "okay, fine, okay, fine, I'm tired, just do it if it bothers you". Vern made a good point in favor of changing AB to RR by saying that the area will be the first things some players will see in TR and that making the RR will offer them something new to see rather than more of the Ascadian Isles. Changing the visuals of the region won't be a huge undertaking, I reckon it'll postpone the release of DoD by two to three days.

(3) The Dwemer ruin cliffs are the biggest issue with Andothren and moving it to the south is good. I have always disliked how it's like 15 meters from Vvardenfell. I will support any and all redos that make the Inner Sea bigger.

Regarding the other things discussed in the meeting; I wasn't there. I maintain that TV needs no significant exterior redos. I also think that the Roryn's Bluff visual overhaul is largely unnecessary and that the regions was mostly fine as it was. The big wheel's already turning on that one so I just want it to be done and dealt with so we can move on. When ITO first started, it felt like an ambush and I wasnt very thrilled with it. I've since changed my mind due to how well Charger has coordinated the whole operation. Atm, I've no opinion regarding the Indoril heartland regions: they've always bored me immensely.

Final thing I'd like to say that redos definitely hinder quests, at least for me. It's a pain to come up with quest ideas or to make quests for an area that's constantly being changed, though there are no techinical limitations causing it. Could be a me-thing.

Oh, another final thing: voiced meetings have been much more enjoyable than text meetings; very cordial and even fun

Third final thing: I think we're all at least a little guilty of treating TR as a personal vanity project every once in a while. Well, I know I am :P

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Those changes don't really bother me either since they are made for the current release area. My main concern is that we set up another task force for redos of Indoril lands in TR_mainland while we can do the same thing for a new area like OW to get the ball rolling.

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So, I just checked the asset browser. And honestly, it's a bit of a mess. Thomas already started categorizing various assets that didn't have region/faction/race information, but the priorities are all over the place. I talked with Gnomey and Rats, and we think it might be a good idea to have a meeting after the SS template on long-term planning for TR (15 August). This would include drafting a proper prioritization system for the asset browser, and figuring out what needs to be done on the next few releases. Like, if TV is the next release, but people say the section needs ext work to finish the riverbed, or replace cliff meshes to improve performance, then we should prioritize this so we can start NPCing and making quests for the section right after DOD. Or, if SH needs interior assets to open more claims, then we should do that. Or, we can open 21 ext claims if we had OW assets, let's prioritize those then, etc.

The idea is to figure out how to keep the pipeline as smooth as possible (assets->exts->ints->npcing->quests) for future releases, so we can avoid the mess that DOD has become. It was kind of unavoidable due to us postponing Andothren work since pre-OE times, but we can actually avoid it in the future. Also, TR has 4 avenues for expansion now: TV->SH->OW, Kartur->Kogotel->Baan Malur, the Deshaan, and Indoril redos. With clever prioritiziation, we can use this to our advantage to keep project momentum high.

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Reading the notes I get that you enjoyed last meetings as everything is falling your personal preference way lately. Kartur gets shifted to a location of a shady Arena map. Towns get renamed by weird random lore names (not dunmer at all) that have been made up by a dev with little inspiration. You push through with redo plans together with some other developers.

I had nothing to do with Kartur being moved, just so you know. AB becoming part of RR I didn't bring up. Freeing up some of the inner sea wasn't my idea. 
so everything you are grilling me on wasn't even me initiating those topics. For Kartur I was the one who said it needs to be exterior pieces, even if they are new ones, which is what you agree on.

I agree that there should be a focus on assets and getting them created. There have been several times in the past where I try to help clean up the asset browser and prioritize certain assets like region assets. So hopefully this conversation can get more people involved, because that would be really good. 
 

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I'm very frustrated with this conversation. I guess I'll respond point by point.

Redo's are still planned after the new areas are complete right? Even tho ITO is nice to have (And a cool small release) is does push back our regular release of DoD. I rather see more new area's instead of overhauled old ones. Focusing on these indoril lands with some new regions will drain manpower from creating the much needed stuff for OW. 

You guys probably spend multiple hours discussing this and that time could have been used by 10+ developers to get DoD out of the door. In other words it is a waste of time.

Sorry, but this is nonsense. Nothing I have done with ITO has delayed DoD in the slightest. Rats, Cicero, Mark, Dillon etc are all focused on DoD work, with occasional ITO contributions along the way, and while I am very focused on ITO work, I've personally done a great deal to drag DoD along further, from touching up half the ints in Andothren, NPCing and writing dialogue for the city, and working on the MG questline. Should we being doing more? Come on.

The primary planning of these things is costing lead/senior developers a lot of hours. These are exactly the developers working on the major quest hurdles for DoD right know. I know it is fun and sometimes easier to work on something else for a while, like a redo area. All the talk time on discord about redoing stuff is better used for group development streaming, showcasing or some other stuff that keep developers motivated and enjoying the progress. So let's not say that this is not going to slow down our main releases.

The major quest hurdles for DoD are being handled be me, Rats, Mark, Why, and Dillon. Rats has done a bit of asset work for ITO, and Mark has one (1) int claim. Dillon and Why haven't done any ITO stuff. These devs are in no way being meaningfully "delayed" by ITO, and I hope I've demonstrated in my previous reply how I too am personally doing a great deal to get DoD questing done.

I also hope we're not needlessly and inefficiently throwing out too much interior,NPC,quest stuff along with the proverbial bath water, but this isn't my project, so we'll see what the scope turns out to be.

If anyone cared to actually look at it, the scope spreadsheet has been publicly posted with every iteration of the ITO sectionfile, and I've repeatedly posted in #questers-campfire about updates to quests. It should be more than clear by now that I'm "cutting" basically nothing, and retaining/improving almost everything.

So if I'm not on the discord I can't voice an opinion. Seems weird since the post specifically asked to give your thought now before it was to late that was exactly what I did. If I can't I'm quite done with this project.

You're being asked for your opinion now! We wouldn't be having this conversation if we didn't care about your opinion. Please don't leave the project over a misunderstanding like that.

A lot of people who followed this mod for years believe it dead, and understandably: the released map has hardly changed in years.

Dude, what? We've literally released half of TR's playable content in the past three years. Let me say that again: half of all the quests in TR were released since 2018. Those releases included a playable area on the map twice as large as Bloodmoon. So, yeah, no, you're saying nonsense.

Also want to voice that these redos do draw manpower from NPC/Questing teammembers (populating towns/reimplementing quest/on the go adding some new content because we are at it now) and those are just the people needed to finish the new releases. 

For the quest hurdle my point still stands. For example Cicero is asking loudly for this redo, and I guess he spend time in the meeting and thinking what it should become. He has a quest badge so theoretically could speed up DoD. There are probably more people that talked hours in that meeting where that time could be be used to work on claim. Since it is a volunteer project everyone can do what they want, but don;t say it doesn't water down the primary release speed.

I'm going to say this as diplomatically as I can. I don't think it's particularly generous to speak on the time commitments of other devs. I have put - at least - over a hundred hours of work into DoD, between int touchups, NPCing in Andothren/Ishanuran, writing dialogue, and quest content. The other seniors and leads who have worked on ITO - Cicero included - have done as much or more than that for DoD. ITO has not taken devs from DoD in any way, shape or form. If devs don't want to work on a DoD thing, removing a redo alternative doesn't force those devs to work on DoD; it just means those devs will do nothing instead.

At this stage of the journey, let's move forward, not back.

This is going to be my last post about this subject. I voiced my concerns about redo's and my opinion about focusing on a new area for real with a group of developers. If we do that I might even be charmed back into using Discord if it actually complement my development speed and joy of creating something together.

My point stands: the player base would be a lot more excited to see a new release, rather than hearing that we've polished up the old content.

For crying out loud, yall. We literally do not have to choose. We can improve our old content while we expand to new areas. ITO has been modeling exactly how to accomplish this for seven months now. It's very straightforward, and can even motivate progress if we do it in an organized fashion. You are the only people claiming this is a binary choice, that our options our stagnation or progress. It's just not the case, and I hope I've clearly laid out why above.

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Just tagging them on a region and prioritizing them doesn't really help. This way you just create good individual assets (flora/arch/ltex) that are a mixed bag. Look at what we got for TV and SH. Very cool individual shiny new assets, but the region as a whole still looks a bit like Disneyland for me. The problem is that there has been to much time and to many developers between the creation of the whole regions. If you really want to speed up a region creation that is consistent, complete and more fun to create you need a combined group effort (modelers/exterior/interior) with a group claim. Not individual assets as this only works for extending an existing set or induvial objects etc.

So again let's not do this for old stuff, but let's go forward first and pick up the pace.

This is really the final thing I'm posting about it. I'll return to making decent individual assets.

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So again let's not do this for old stuff, but let's go foward first and pick up the pace.

As I said above, we do not have to choose between new release areas and old area touchups. And we won't get far pressuring devs to "pick up the pace". People will just burn out.

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I see you are completely forgetting the asset side of things here, which has been lying still in the water for more than a year now. After Shipal Shin we have nothing complete to go on. just reverting back to improving old.

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I don't understand how having more options for assets to make could delay assets work. It's not like OW progress was going strong before this redo talk started.

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